The new update solved some problems for some people, but apparently it created new problems for other people. So I am rolling back the main version of Braid to the old one until all problems are solved.
Among the problems introduced in the new update:
* The game no longer worked on Windows XP (this was caused by the updating of the game to the new Visual Studio 2013 compiler; Visual Studio now breaks XP compatibility by default). * The mouse got stuck on the puzzle screen for some players, making puzzles unplayable. * The game sometimes cannot find a good display mode for some players, whereas it found one before.
I apologize for the inconvenience. It's very hard to know what a Windows game is going to do when released to a large number of people, these days. Developing for Windows now is basically a giant disaster (Windows has become very complicated). The strategy with new versions going forward will be to minimize the amount of Windows functionality that they rely on for the game to be playable (for example, the next release will no longer attempt to go into a fullscreen display mode; it will just render to an offscreen buffer and then stretchblit that to a fullscreen window). Also, I'll test the next update much more thoroughly before releasing it as the main version.
The new update is still live on the beta branch and the password has been taken off the beta branch to make it easy for everyone to get at. New updates will be published on the beta branch until such time as they are determined to be working very well.
Expected features for next update:
* Fix XP compatibility for new version * Render 'fullscreen' without attempting to switch display modes * Change the way the game interfaces with the mouse, to minimize problems
Thanks for your patience and again I apologize for any inconvenience.
If the old version of the game doesn't work for you, you might want to try the beta in the meantime and see if that works better.
The new update solved some problems for some people, but apparently it created new problems for other people. So I am rolling back the main version of Braid to the old one until all problems are solved.
Among the problems introduced in the new update:
* The game no longer worked on Windows XP (this was caused by the updating of the game to the new Visual Studio 2013 compiler; Visual Studio now breaks XP compatibility by default). * The mouse got stuck on the puzzle screen for some players, making puzzles unplayable. * The game sometimes cannot find a good display mode for some players, whereas it found one before.
I apologize for the inconvenience. It's very hard to know what a Windows game is going to do when released to a large number of people, these days. Developing for Windows now is basically a giant disaster (Windows has become very complicated). The strategy with new versions going forward will be to minimize the amount of Windows functionality that they rely on for the game to be playable (for example, the next release will no longer attempt to go into a fullscreen display mode; it will just render to an offscreen buffer and then stretchblit that to a fullscreen window). Also, I'll test the next update much more thoroughly before releasing it as the main version.
The new update is still live on the beta branch and the password has been taken off the beta branch to make it easy for everyone to get at. New updates will be published on the beta branch until such time as they are determined to be working very well.
Expected features for next update:
* Fix XP compatibility for new version * Render 'fullscreen' without attempting to switch display modes * Change the way the game interfaces with the mouse, to minimize problems
Thanks for your patience and again I apologize for any inconvenience.
If the old version of the game doesn't work for you, you might want to try the beta in the meantime and see if that works better.
People are wondering about the update; so far it is some bug fixes for Windows:
Fixed: Mouse creep on puzzle screens on some systems. Fixed: December savegames said (null) instead of the month name. Fixed: Crash due to out-of-bounds access when loading shaders, sometimes. Took out "How to Play" menu, renamed Help & Options to be just Options.
People are wondering about the update; so far it is some bug fixes for Windows:
Fixed: Mouse creep on puzzle screens on some systems. Fixed: December savegames said (null) instead of the month name. Fixed: Crash due to out-of-bounds access when loading shaders, sometimes. Took out "How to Play" menu, renamed Help & Options to be just Options.
Hi! 1.09 and 1.10 rolled out within the last 7 days, here are the release notes if you missed them :
1.10
Fix issue with Gomez being launched in the air in the connective rails industrial level
Removed stray collision tile in bell tower level
Added launch option for the game not to pause when exiting focus state
Fix issues with disabling Steamworks via the launch option (since 1.09)
Fix for issue with brightness control and the CMY cave (since 1.09)
Fixed intermittent hang while loading the final cutscene (since 1.08)
1.09
Music streaming thread uses much less CPU time, should drop CPU usage by 50% on most systems
Added brightness control in video options
Fixed that secret passages would lead to the wrong destination door in some circumstances
Removed the "Start New Game" option from the pause menu upon user request, you can still start a new game form the "Save Management" menu by clearing your current save slot
Fixed a crash that occurred when using the "flying" code during a warpgate transition
First-person view mouselook fixed to be able to scroll endlessly instead of being constrained to screen size
Gomez looks the right way when looking around with mouse drag
Back, Jump and Start keys now exit first-person view
Fixed that the credits would jump forwards in 720p and 1080p since 1.08
Fixed that the sky clouds would randomly appear too dark since 1.08
Fixed that the "Talk/Back" button on controllers would stop working after exiting the Steam overlay
Added an "Achievements" menu option for the Steam build
An error dialog with details and suggestions will pop up instead of silently exiting when an error related to framebuffer objects happens at load time
An error message will pop-up if the XInput DLL is missing due to bad install of redistributables
Miscellaneous CPU-wise optimizations
Fixed and tweaked leaderboard navigation
Clicking on a leaderboard entry will open the Steam overlay to that user's page
And in case you've been living under a rock since last week, FEZ is part of the Humble Indie Bundle 9 (alongside Trine 2, FTL, Brütal Legend, Mark of the Ninja and Eets Munchies!) and is now available on Mac and Linux through SteamPlay! That means if you've already bought the game for Windows, you may now play on Mac and Linux machines with the same license. http://humblebundle.com
Hi! 1.09 and 1.10 rolled out within the last 7 days, here are the release notes if you missed them :
1.10
Fix issue with Gomez being launched in the air in the connective rails industrial level
Removed stray collision tile in bell tower level
Added launch option for the game not to pause when exiting focus state
Fix issues with disabling Steamworks via the launch option (since 1.09)
Fix for issue with brightness control and the CMY cave (since 1.09)
Fixed intermittent hang while loading the final cutscene (since 1.08)
1.09
Music streaming thread uses much less CPU time, should drop CPU usage by 50% on most systems
Added brightness control in video options
Fixed that secret passages would lead to the wrong destination door in some circumstances
Removed the "Start New Game" option from the pause menu upon user request, you can still start a new game form the "Save Management" menu by clearing your current save slot
Fixed a crash that occurred when using the "flying" code during a warpgate transition
First-person view mouselook fixed to be able to scroll endlessly instead of being constrained to screen size
Gomez looks the right way when looking around with mouse drag
Back, Jump and Start keys now exit first-person view
Fixed that the credits would jump forwards in 720p and 1080p since 1.08
Fixed that the sky clouds would randomly appear too dark since 1.08
Fixed that the "Talk/Back" button on controllers would stop working after exiting the Steam overlay
Added an "Achievements" menu option for the Steam build
An error dialog with details and suggestions will pop up instead of silently exiting when an error related to framebuffer objects happens at load time
An error message will pop-up if the XInput DLL is missing due to bad install of redistributables
Miscellaneous CPU-wise optimizations
Fixed and tweaked leaderboard navigation
Clicking on a leaderboard entry will open the Steam overlay to that user's page
And in case you've been living under a rock since last week, FEZ is part of the Humble Indie Bundle 9 (alongside Trine 2, FTL, Brütal Legend, Mark of the Ninja and Eets Munchies!) and is now available on Mac and Linux through SteamPlay! That means if you've already bought the game for Windows, you may now play on Mac and Linux machines with the same license. http://humblebundle.com
Anywho, here are the changes in v1.08, which just went live minutes ago :
- FEZ Launch Options UI (FEZ_LaunchOptions.exe) allows you to toggle non-ingame options for troubleshooting - Added a --no-lighting launch options (accessible with the tool) which disables the lighting pre-pass, and can make the game run smoother on older GPUs - The game now backs up your save file when finishing a playthrough to the "SaveSlotN_Ending", in case you want to recover it (e.g. if you nuke your progress by choosing Start New Game instead of New Game+!) - 5.1 audio is now supported, in that everything will play from the front speakers; positional audio in general was balanced and tweaked as well - Tentative fix for Framebuffer Object errors on Intel and AMD hardware - Invert look options is now disabled by default, and renamed from "invert mouse" to "invert look" since it affects keyboard and gamepad controls as well - Fixed the long-jump exploit that used the turn-around animation - Fixed visual glitch when entering a door right after jumping - Secret codes can no longer be input during level transitions, which could cause issues - When "New Game+" is available, choosing "Start New Game" instead will now trigger a warning - No more OpenGL background context for threaded loading, should resolve the issues that needed the --singlethreaded flag to resolve (long load times). Note that the game now performs much better with VSync set to "Application Controlled" instead of forced On - Engine no longer soft-limits to ~58fps, no longer needs --force-60hz to hit 60fps (though the flag still results in the smoothest experience) - Support for 120hz and other refresh rates (logic still runs at 60fps, but game will draw at whatever VSync instructs it to) - Fixed that faraway places would show up on top of water in some circumstances - Fixed the NullReferenceException in draw calls during loading (the Starfield bug), which more often than not resulting in a crash after choosing "Continue Game" - Fixed that geysers tiling would break up at the top - Credits now align correctly in 1080p - Fixed threading-related hitch/framedrop when rotating on slower CPUs - Fixed OpenTK crash if the driver reports a resolution with no bits-per-pixel information - Fixed a bug where entering both codes in the telescope rooms would only spawn one cube. Please note that the fix prevents the problem from happening in the future, but save files affected by the problem cannot be fixed without manual intervention (i.e. save file hacking). Sorry for the inconvenience. - Controls screen no longer lets you remap two actions on the same key - Menus and intro react appropriately to remapped "escape" and "enter" keys - UI keyboard mappings that used to be forced are now remappable via the settings file - Fixed crash in main menu after loading save file related to leaderboards handling
As always, please use our GetSatisfaction support page to report and track issues you have with the game, it's by far the best tool at our disposal.
Anywho, here are the changes in v1.08, which just went live minutes ago :
- FEZ Launch Options UI (FEZ_LaunchOptions.exe) allows you to toggle non-ingame options for troubleshooting - Added a --no-lighting launch options (accessible with the tool) which disables the lighting pre-pass, and can make the game run smoother on older GPUs - The game now backs up your save file when finishing a playthrough to the "SaveSlotN_Ending", in case you want to recover it (e.g. if you nuke your progress by choosing Start New Game instead of New Game+!) - 5.1 audio is now supported, in that everything will play from the front speakers; positional audio in general was balanced and tweaked as well - Tentative fix for Framebuffer Object errors on Intel and AMD hardware - Invert look options is now disabled by default, and renamed from "invert mouse" to "invert look" since it affects keyboard and gamepad controls as well - Fixed the long-jump exploit that used the turn-around animation - Fixed visual glitch when entering a door right after jumping - Secret codes can no longer be input during level transitions, which could cause issues - When "New Game+" is available, choosing "Start New Game" instead will now trigger a warning - No more OpenGL background context for threaded loading, should resolve the issues that needed the --singlethreaded flag to resolve (long load times). Note that the game now performs much better with VSync set to "Application Controlled" instead of forced On - Engine no longer soft-limits to ~58fps, no longer needs --force-60hz to hit 60fps (though the flag still results in the smoothest experience) - Support for 120hz and other refresh rates (logic still runs at 60fps, but game will draw at whatever VSync instructs it to) - Fixed that faraway places would show up on top of water in some circumstances - Fixed the NullReferenceException in draw calls during loading (the Starfield bug), which more often than not resulting in a crash after choosing "Continue Game" - Fixed that geysers tiling would break up at the top - Credits now align correctly in 1080p - Fixed threading-related hitch/framedrop when rotating on slower CPUs - Fixed OpenTK crash if the driver reports a resolution with no bits-per-pixel information - Fixed a bug where entering both codes in the telescope rooms would only spawn one cube. Please note that the fix prevents the problem from happening in the future, but save files affected by the problem cannot be fixed without manual intervention (i.e. save file hacking). Sorry for the inconvenience. - Controls screen no longer lets you remap two actions on the same key - Menus and intro react appropriately to remapped "escape" and "enter" keys - UI keyboard mappings that used to be forced are now remappable via the settings file - Fixed crash in main menu after loading save file related to leaderboards handling
As always, please use our GetSatisfaction support page to report and track issues you have with the game, it's by far the best tool at our disposal.
Releasing July 24th, the IGTM Special Edition is an anthology collection of completely new material. It is the ultimate version of Indie Game: The Movie.
Through the Special Edition, find out what happened after, discover new stories & developers and dive deeper into the film than you ever could before.
Steam DLC
The Special Edition will be available as DLC on Steam for $5. It will feature...
- 100+ minutes of new short films. - Epilogues & ‘What Happened After?’ - New Team Meat Commentary (on the short film anthology) - New Directors Commentary - Available tomorrow!
Limited Edition Three Disc Box Set
There is also a box set version that contains an extra 300+ minutes of new material. It contains everything in the Steam DLC version plus much more.
Barely fitting into three full DVDs or Blu-Rays, the Special Edition Box Set is housed in limited edition packaging with artwork by Edmund McMillen.
It is a limited edition release, read all about it here and available here if you're interested.
The Special Edition is something that we are very proud of and excited for. Personally, it represents the end of a life-changing, 3-year odyssey with this film, and is likely our final word on Indie Game: The Movie.
We worked really hard on it to make it worth the wait and worth the support that you all have given the film over this time.
Releasing July 24th, the IGTM Special Edition is an anthology collection of completely new material. It is the ultimate version of Indie Game: The Movie.
Through the Special Edition, find out what happened after, discover new stories & developers and dive deeper into the film than you ever could before.
Steam DLC
The Special Edition will be available as DLC on Steam for $5. It will feature...
- 100+ minutes of new short films. - Epilogues & ‘What Happened After?’ - New Team Meat Commentary (on the short film anthology) - New Directors Commentary - Available tomorrow!
Limited Edition Three Disc Box Set
There is also a box set version that contains an extra 300+ minutes of new material. It contains everything in the Steam DLC version plus much more.
Barely fitting into three full DVDs or Blu-Rays, the Special Edition Box Set is housed in limited edition packaging with artwork by Edmund McMillen.
It is a limited edition release, read all about it here and available here if you're interested.
The Special Edition is something that we are very proud of and excited for. Personally, it represents the end of a life-changing, 3-year odyssey with this film, and is likely our final word on Indie Game: The Movie.
We worked really hard on it to make it worth the wait and worth the support that you all have given the film over this time.